RNegarding Riskiest catch since the bottom left boat doesn't have a mast it makes it different when starting there... I don't understand why the mast would do anything, it's just a graphic but ultimately I know the reasoning now and can compensate for masts.

Yo Risky,
Care if I fix a border modifier on For The Love Of Smurf board? Path 12 to Path 3 is 12vs12 rather than 12vs0, I could make it quick and to the Live version, just let me know if this isn't intended!
Thanks!
=Yertle

I think that Zombie Farm shouldn't let players control the territory they abandon. It's too easy for the Survivors to attack then retreat to a fortified territory. Otherwise, I'm so pleased you've brought it over from WF!

I think I found problem that unless your first turn is successful, you are stuffed as you won't survive long enough to cash in your cards. I can't see how that game will ever last more than a couple of turns. I honestly didn't know what I was doing, was just trying to hold on.. an then realised all I needed to do was capture the castles.
Perhaps it was because I was against players that didn't know either, but it seemed like the hordes rules never really came into play, the map isn't big enough for that.
I'll try another game or two and see how it goes, but I would suggest a map about twice the size would give a much more enjoyable experience.

I think on the Force Unleashed that the Blues should be 50% to attack Red to match the description, as it then matches the description and gameplay of the 4-player board. The game plays better with 50% too, as IMO one shouldn't be able to nail the saber after 2 turns (even at 60% you can get it if you sell out and hit your opponent with everything).
Love the board - thanks!